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A WOLF HOUNDS CAMPAIGN

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A WOLF HOUNDS CAMPAIGN

Devin Fortman / Hare Trigger Games, September 2022.


Inspiration: John Harper, Emanuele Galletto, Call of Cthulhu, Vaesen, The Witcher.
Intro music: Transylvania, by Iron Maiden.
Artwork by Jakub Rozalski, used with permission.
Title and logo fonts courtesy of HPLHS Inc.
This game is licensed under Creative Commons BY-NC-SA 4.0.
Thanks to the Wild Clump for playtesting and proofreading.

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THE EARLY 17TH CENTURY is a period of turmoil for the Benandanti. In much of Europe,
suspected witches and werewolves are regularly executed by the courts and the mob,
while the Inquisition conducts a formal investigation into the loose group known as the
“Good Walkers”. Of course, the Benandanti’s supernatural foes do not rest during this,
forcing them to carry out their traditional duties while keeping a lower profile than
ever. And once in a while a greater threat is born, festering and growing in power
before drawing the attention of a vigilant pack.

BISHOP NICOLAI VORONIN is one such TIMELINE: The campaign spans a little
adversary, a pious vampire using the over a year, with one scenario set in
institutions of the church to build a cult each season. More “monster of the
following. He preaches vampirism as a week” scenarios can easily be added in
blessing, and his mission is to spread between the campaign adventures. The
this “gift” far and wide in the service of initial scenario is designed as an
his God. Several decades ago he swept introduction for first level characters,
into the Russian town of Molodi to and the pack should be around fourth
convert more living followers and level by the finale, although difficulty
undead servants, and he now rules the can be adjusted for different levels. Each
town in all but name. scenario is self-contained enough that
they could be run out of order if needed,
or used as one-shot games.
Having solidified his power, he seeks to
expand his reach, and begins sending  The Siege of Selburg (p.5): The pack
acolytes to infiltrate other towns, investigates a mysterious illness,
preparing them to be converted to his uncovering an infestation of undead.
glorious cause. Most of his targets are A small sandbox which introduces
still within Russia, but he also wants to the town of Selburg, and the first of
gain a foothold in the Baltics, and in Voronin’s henchmen.
1608 sends an emissary across the
 In Shepherd’s Clothing (p.9): A
border into Selburg, a minor city in
supposed werewolf attack near town
Lithuania which happens to be within
threatens to expose the pack to the
the territory of a small pack of
Inquisition. This scenario involves
Benandanti…
plenty of detective work and
opportunities for social roleplaying.

-1-
 Overgrowth (p.13): A series of each, and weapons or armor as
wildlife deaths reveal a powerful appropriate. If matters escalate, they
forest creature corrupted by may show up in larger groups, hire local
Voronin’s influence. A more muscle, or enlist the town guard.
straightforward monster hunt which
 Brother Ziegfried tries to emulate
takes the pack into the Otherworld.
the old crusader knights, and is
 Shadows of the Last Crusade (p.17): considered somewhat eccentric even
Marauding spirits from two by his fellow Inquisitors, but his zeal
centuries ago threaten a full scale is unmatched. He is backed up by
ghostly invasion. An example of the his long-suffering "squire" Brother
threats the Benandanti face in their Jurgen.
seasonal rituals, magnified by
 Brother Dietrich is a shrewdly
Voronin’s lieutenant.
analytic investigator, skilled at
 Our Better Angels (p.21): The pack connecting evidence and entrapping
finally learns the identity of their suspects. His partner Brother
nemesis, and strikes back at his Sebastian is a dead-eyed sharp-
home territory. The finale is two shooter, and an expert in "enhanced
parts: first exploring the cult- interrogation" techniques.
controlled town, then invading
Voronin’s monastery stronghold.
OTHER BENANDANTI: If the characters
need reinforcements at any point, they
THE INQUISITION: There are a few points have a couple of options: The closest
in the campaign where the pack will neighboring pack is led by
cross paths with some Inquisitors, but “Grandfather” Grygas, detailed on page
they can also arrive unexpectedly 19. There is a Hound named Łukaž who
whenever the GM wishes to make life can often be found in the area, scouting
more interesting for the party. When the woods and bringing news between
investigating the supernatural, the packs; first introduced in “Overgrowth”
Inquisitors tend to be misinformed and (p.13). Additionally, the PCs may make
overconfident, sticking to their dogma an ally of Tobias during “In Shepherd’s
in spite of all but the most over- Clothing” (p.12). These characters can
whelming evidence. be run by the GM or the players, or
simply narrated in the background.
Should any of the Inquisitors meet an
They can even be used as premade
untimely end, here are a couple sets of
player characters, leveled up or down as
spare witch-finders. They have 8-12 HP
needed.

-2-
CHARACTER OPTION: DRAWBACKS

DRAWBACKS are an optional addition for building a character, which can make for an
extra roleplaying challenge and a means of regaining Grit. At character creation, players
may select a drawback, or create one with their GM’s approval. Decide on the specifics,
and how severe it is. Once per game session, when the drawback poses a significant
challenge or makes things more difficult for the character, they may regain one lost
point of Grit. More severe drawbacks are harder to live with, but also more likely to
award Grit.

 Difficult Casting: Your magical  Notorious: You have a bad


abilities require long, complex reputation among much of the
rituals, or rare materials that are public or the authorities, possibly
hard to obtain. enough to have a price on your head.

 Disability: You have a bad or  Reclusive: You tend to live as a


missing limb, or another physical hermit, which may impact your
weakness that makes related tasks knowledge of human society, and
impossible or at Disadvantage. make others view you as an outsider.

 Feral Mannerisms: Your animal  Uncontrolled Shifting: Staying in


instincts are strong, but they can also human form can be difficult for you
be problematic for your human when under stress, or some other
social skills if you’re not careful. trigger such as the full moon.

 Iron Weakness: Some Benandanti  Weak Senses: Your vision, hearing,


are harmed by iron, much like their or sense of smell is poor or
prey. Iron weapons are painful to nonexistent, imposing Disadvantage
use, and deal double damage to you. or automatic failure on related rolls.

 Limited Shifting: Changing form  Witchmark: Witches and shape-


takes a long time for you, or can only shifters are often said to have some
be done under specific conditions, visible sign of their condition, and
such as a magic ritual. this happens to be true for you.

 Misinformed: Your understanding  Young/Elderly: You are significantly


of the supernatural is dangerously younger or older than most adults,
flawed, due to believing the wrong affecting your physical capabilities
lore, or some personal delusion. and others’ views toward you.

-3-
-4-
DECEMBER, 1608. One of the PCs receives a carrier pigeon from their cousin, a healer in
a nearby town, detailing an unknown sickness and livestock attacks. This adventure
should take about two sessions to complete. It can be stretched out by adding more
combat encounters or red herrings, or trimmed down to one session by being more
generous with clues and removing some elements such as the Inquisitors.

Cousin, I hope this note finds you and your associates well. I cannot say
as much for my own town. A strange malady has left many of my
patients bedridden with no cause that I can discern. Surrounding farms
have been ravaged, but by no creature that I know of. And worst, our
officials dismiss these problems as fantasy, refusing to take action. I am
at a loss, but I think this may be within your field of expertise. Please
visit Selburg soon; I would be very glad to see you. Be careful. – Kaja

SELBURG is a large town in the Duchy of trusts them. Kaja will tell the PCs
Livonia, located near the Russian everything she knows about the
border, a couple days away from the affliction, and can show them some of
pack’s home village. At the time, the patients, but she has no idea as to
Livonia is part of the Polish-Lithuanian the cause, only the symptoms.
Commonwealth, although the ruling
class is mainly German, as is the official
language. The territory has changed THE ILLNESS: Dozens of villagers are
hands many times, but relations with sluggish and lethargic, but numbly go
the neighbors are quiet for now. There is about their business. More serious cases
no local Benandanti pack in town, but are completely bedridden, culminating
the PCs visit occasionally, and have a in about a dozen deaths so far. All of the
few contacts and allies such as Kaja. victims are otherwise-healthy adults,
but there is no other apparent pattern
that Kaja can discern. What really
KAJA VARNIŠKIS is an expert apothecary
puzzles her about the disease is that it
and healer; intelligent and deeply
does not seem to spread through a
concerned for her patients. She knows
household: in most cases, only one
generally what her cousin’s “associates”
family member is stricken. This is
do; they have helped her before, and she

-5-
because the sufferers have been afflicted Upyr are responsible, but they are
by the merchant and necromancer Kirill getting tired of feeding on livestock, and
Sakharov while visiting his shop, and will start attacking farmers, travelers,
many of the deceased have risen from and PCs when given the chance.
their graves as vampires under his
command.
TOWN HALL: Most government officials
seem unaffected by the disease, and
UPYR: Lesser vampires known to Slavic dismiss the problems as normal sickness
folklore, appearing as feral corpses and wolf attacks. Burgomeister Albrecht
covered in grave dirt. They are mostly von Selburg and a handful of other
unintelligent, but can coordinate officials have been enthralled by the
ambushes, and turn to mist to infiltrate necromancer, and will interfere with the
or escape combat. They avoid bright PCs’ investigations if they get too nosey.
sunlight, but cloud cover, thick forests, The pack may run into Sakharov here,
and buildings are fine for them. All concluding a meeting with Albrecht. A
Upyr take half damage from normal clerk, Šimon Palkas, knows that
weapons, but double damage from fire Sakharov has some kind of influence
or silver. May be repelled by garlic, and over the burgomeister, although he
a stake to the heart paralyzes them. believes it to be blackmail. He will try to
When they bite an opponent, the victim give the pack hints, but may get killed
must make a Might save, or lose 1 or enthralled if he sticks his neck out too
temporary point of Might. Advanced much (i.e. if the PCs rely on him too
Upyr are somewhat more intelligent, much).
less decayed-looking, and much faster.
 Town Guards: 6 HP, 1 armor,
 Upyr: 6 HP, claws/improvised halberds and matchlock muskets
weapons (1d6-1), or bite (1d3 armor (1d6).
piercing, Might drain).
 Guard Officer: 8 HP, 1 armor, saber
 Advanced Upyr: 10 HP, and wheellock pistol (1d6).
crossbow/saber (1d6) or bite (1d3
AP, Might drain).
THE INN: Owner Nataža Straižys will
talk to any customers, providing local
LIVESTOCK ATTACKS: Sheep and cattle news and directions around town. She is
in surrounding farms have been killed a little familiar with the Benandanti; the
with their throats ripped out, but there PCs have stayed at her inn before, and
are no animal tracks or scent. Many of she knows they are here to help. Nataža
the farmers blame wolves by default, takes no nonsense at her establishment,
but some realize it wasn’t the work of a and keeps a crossbow behind the bar for
normal predator. The newly spawned emergencies.

-6-
THE CHURCH: Father Eckhart is worried ostensibly to sell honey, mead, and wax
for his congregation, and is sure that the imported from Russia. He appears
illness and attacks are the work of evil healthy and richly dressed, and carries a
spirits. He knows vaguely of the cane of black ash with silver inlays, the
Benandanti, and is curious but wary of source of his power. The players may
them. Could be a useful ally for the pack assume him to be a vampire; do not
if approached the right way, but he may disabuse them of the idea. He is not
turn against them if pressured by the undead, nor even especially powerful:
Inquisitors, who are technically his he is using an artifact granted by Bishop
superiors. A thoughtful man, not Voronin that allows him to enthrall
typically a firebrand, but he could stir victims, or afflict them with a life-
up a mob with the right push. draining illness. Any persons killed by
this power can then be raised as Upyr
under his control.
INQUISITORS: Brother Reinhold and
Brother Bernhard show up not long  Sakharov: 6 HP, cursed dagger
after the pack arrives, ordered to (d3+1 AP). Ash cane: Target makes
investigate the same problems. Reinhold an Insight save each round (Miss:
is the more senior, and does most of the obey orders, Partial: stand dazed,
talking; Bernhard is less experienced, Success: break free). If used outside
but provides extra muscle. They swiftly of combat, the victim makes a save
come to the conclusion of werewolf when first targeted, or when ordered
attacks and witchcraft, and will be to do something highly dangerous or
highly suspicious of the PCs (as out of character.
outsiders to Selburg), and even Kaja (as
an associate of the PCs). Their piety is
Sakharov tries to stay in the
matched only by their disdain for the
background, misdirecting suspicion,
villagers, most of whom would be glad
having his thralls interfere, and sending
to see them go, but are too intimidated
Upyr after those who get too close.
to say so.
When finally confronted he is likely to
 Br. Reinhold: 8 HP, 1 armor, rapier run, but he always has a couple of
and two wheellock pistols (1d6). advanced Upyr “on call” for protection.
The necromancer’s residence (or
 Br. Bernhard: 10 HP, mace and
carriage, or corpse, as appropriate)
crossbow (1d6).
contains a letter with instructions from
his master, signed with an unfamiliar
THE NECROMANCER: A merchant and seal. If a PC researches the seal, they
minor sorcerer, Kirill Sakharov, is at the will find it is composed of symbols
root of the troubles in Selburg. He typically used in the Russian Orthodox
arrived in town half a year ago, Church.

-7-
Sakharov – I trust your diplomatic mission is proceeding smoothly.
When I visit Selburg, I expect to be welcomed as a friend by Herr
Albrecht, and greeted by a multitude of new servants. Send word when
the town is adequately prepared for my arrival.

SAMPLE TIMELINE: After receiving Either way, the evidence should point
Nadja’s message, the pack takes a them in Sakharov’s direction. When
couple days to prepare and travel to they get to the necromancer’s
Selburg. After seeing Nadja, they may shop/townhouse, he is gone, and the
want to talk to some town officials, and place shows signs of a recent hasty
investigate the livestock attacks. If the departure. Sakharov has fled town in a
pack visits one of the outlying farms, carriage, and the pack must hunt him
they can find some good clues, but will down to make sure he doesn’t return to
be ambushed by a handful of Upyr on Selburg, or find another town to
the way back to town. Whatever victimize. The roads are muddy and the
officials they talk to will be dismissive cart is laden with merchandise, so the
and unhelpful, but the clerk Šimon will PCs should be able to catch up if they
try to hint at what’s wrong, and ask to hurry.
meet later. Šimon will be killed,
enthralled, or sickened either before or
At any point when the GM wants to
after the meeting; depending on how
shake things up, the two witch-finders
much information the GM wants him to
can appear demanding answers. When
give out. The group will be attacked by
the pack returns from the farm, the pair
several advanced Upyr at the meeting,
could already be in town; or they could
or after leaving.
interrupt dinner at the inn, wanting to
hear what the strangers know about the
“werewolf” attacks. Alternately, they
might seize Kaja for interrogation, on
suspicion of using witchcraft to sicken
her patients.

-8-
MARCH, 1609. There’s been a murder near Selburg, and the evidence points to a
werewolf attack. With the town up in arms and Inquisitors seeking “justice”, the pack
had better find out who or what is really responsible, or someone is going to burn. This
adventure can be completed in one session, unless your group really leans into the
social roleplaying aspect, or has an especially tough time with the Inquisitors.

BACKGROUND: In a monastery outside Tobias was reluctant to go along with


of Selburg, a young monk named the plan, so the Inquisitors
Brother Tobias has recently realized his manufactured some leverage: The night
heritage as a werewolf. Being raised in of the full moon they murdered a local
the church means he knows nothing of boy, Nikolaž Strazinski, disfigured the
the Benandanti, and instead thinks his body, then drugged Tobias and
transformation is a curse, making him deposited him at the scene, covered in
change involuntarily on the full moon. blood. After they have a patsy executed
for the crime (such as one of the PCs),
they will return to the guilt-ridden
Two Inquisitors discovered Tobias’
monk to repeat their demands and give
journal during an inspection of the
him his first target.
monastery, and instead of exposing the
unfortunate werewolf to be burned,
they saw an opportunity to exploit. STARTING THE MYSTERY: While visiting
They approached Tobias and told him Selburg, one of the characters wakes up
he could only atone for his “sins” by to a contact banging on their door, who
unleashing his wolf form against the breathlessly informs them about a dead
enemies of God – whom they would body that was just discovered near a
helpfully point out for him. They hope farm. Rumors already say that it was a
to use him as an assassin who cannot be werewolf attack, due to the mutilated
traced back to them, with the added state of the corpse, and that it happened
bonuses of stoking pious fear in the on the full moon. Depending on who
community, and the chance to frame the contact is, they either know that
others to be executed for the deeds. “monster” attacks are the group’s
specialty, or that the pack is at risk of
being exposed if they don’t solve the
case first.

-9-
EXAMINING THE EVIDENCE: Nikolaž’s Inquisitors, carrying Nikolaž from the
body is in a butcher’s storage in farm and Tobias from the road. They
preparation for burial, covered by a tried to conceal their passage, but any
sheet. Even after being cleaned up, the careful tracker shouldn’t have much
wounds are still horrific, with rows of trouble finding them, especially with a
parallel slashes covering the front of the werewolf’s nose. There are no animal
head and torso. Close examination will tracks at the site, wolf or otherwise.
find that the wounds are relatively
shallow, and of a more even depth than
THE MONASTERY: The nearby road leads
normally made by clawing. There are no
back to town, past a few other farms,
bite marks, but there is another injury to
and a monastery. Visitors are welcome,
the head, made by a blunt impact. The
as the monks trade with the village and
body still smells of wet fur, and some
give lodging to travelers. Asking around
animal hairs were left behind, although
may reveal that one of the monks was
scent will reveal that it’s not just wolf
feeling ill that morning, missing
fur – a few of the hairs appear to be
breakfast and prayers; or a PC may pass
from a bear. Characters with an
by Brother Tobias and notice the
especially keen nose may detect a trace
lingering scent of blood.
of preservative from the hairs, such as
from a piece of taxidermy.
Tobias works in the stables, which is the
best place to talk with him. He is
SCENE OF THE CRIME: The boy was
obviously terrified of discovery, and
found by his parents, in the forest not
may think the PCs are working with his
far from their farm. They went into
blackmailers. When he realizes the party
town the previous day, leaving Nikolaž
knows who he is, and want to help, he
to watch the farm, and he was gone
will open up in a flood of guilt.
when they returned. The body was
However, the pack will have to be
discovered in a small clearing; there is
careful about telling him that they are
still dried blood all over the ground and
shapeshifters and witches, as the monk
the underbrush. The scent of fur is less
is still convinced that those are “sinful”
pronounced here than on the body, but
conditions.
there is also a faint whiff of… incense?

TOBIAS’ STORY: Having grown up with


Two sets of tracks (the parents) lead to
only the Church’s stories of werewolves,
the farm, while one set (Tobias) leads
Tobias thinks his transformation is from
toward the roadway. Additional sets of
some sort of curse, or demonic
tracks are partly covered by the other
possession. He has told no-one, instead
trails, and lead in roughly the same
trying various “cures” including self-
directions. These were made by the

- 10 -
exorcism, obviously to no effect. would fit well here. Reinhold does the
Denying his inner animal has resulted in talking and scheming, while Bernhard
a split personality of sorts, similar to the does the hitting and torturing. Although
“cursed werewolf” legends: Tobias they murder, lie, and blackmail to
changes involuntarily during nights of further their goals, they do not see this
the full moon, waking up with only as corruption, but as using any means
hazy memories. His wolf-side is mostly necessary to combat the forces of the
terrified and just wants to escape into Devil. The pair are not well liked in
the woods, but without help, Tobias’ town, but their word is still considered
self-loathing will further fracture his sacred.
psyche, warping him into the berserk
 Br. Reinhold: 8 HP, 1 armor, rapier
killer of the stories he was raised on.
and two wheellock pistols (1d6).

 Br. Bernhard: 10 HP, mace and


However, if the pack can convince
crossbow (1d6).
Tobias that being a werewolf is not a
curse, and can even be used for good,
then he can begin learning to control his The two Inquisitors are currently
changes and integrate this new side of staying in the monastery’s guest
himself. Fully deprogramming him will quarters. They have set up shop in the
take longer than this adventure, but a basement, converting a couple of
good way to start is by proving that he storerooms into a makeshift dungeon
was not responsible for the murder. and interrogation chamber. A locked
Then he can be persuaded that the chest contains their torture implements,
Church’s stories about werewolves are Tobias’ journal, and a taxidermied
only lies made to spread fear, just as the brown bear paw, used to make the
Inquisitors were lying to him and the wounds found on their first victim.
town for their own ends.

 Brother Tobias: 10 HP, unarmed Depending on previous interactions, the


(1d3) or teeth (1d6+1). Instinctively Inquisitors may or may not already
uses Shade Cloak talent while in suspect some of the party of being
wolf form, which is how he has werewolves. Either way, once they find
avoided detection thus far. out the pack has been digging into their
crime, they will publicly accuse the most
likely-seeming PC as a convenient
THE INQUISITORS: The pack may have
patsy. The GM has two options here,
met Brothers Reinhold and Bernhard in
depending on their players and the type
the previous adventure. If necessary
of session desired. For more action, the
they can be replaced with two new
accused character will be brought to the
witch-finders; Dietrich and Sebastian
monastery basement for interrogation,

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giving the rest of the pack the chance to An additional challenge is keeping
stage a jailbreak (just as Bernhard is Tobias out of the public eye. The
readying the rack and greasing the Inquisitors want him alive to serve their
thumbscrews). purposes, but they may reveal his
journal if needed to save their own
hides. This damning evidence would
For a longer session, heavier on social
probably be enough to get a tearful
conflict, the Inquisitors will arrange a
confession from the young monk, who
public trial. They will have plenty of
would almost surely be burned. If the
“evidence” even if they have to
pack can keep Tobias safe, he will most
manufacture it. Their ace in the hole is a
likely leave the monastery to be taken in
wolf-skin belt (supposedly used for a
by the Rozicki family, a couple of local
werewolf’s transformation), which they
farmers whose Benandanti son was
can plant in the accused character’s
killed some years ago. Although not
belongings. The town is out for blood to
werewolves themselves, they can give
avenge the killing, so a trial will be hard
Tobias the support and guidance he
to win unless the rest of the pack can
needs to comes to terms with his gift;
make a counter-accusation with ironclad
eventually becoming a grateful ally to
proof of the Inquisitors’ guilt.
the players’ pack.

 Tobias: Level 2, Might +1, Agility


+0, Insight +1, HP 10, Grit 3. Talents:
Shade Cloak, Herbalist, Folklorist;
Uncontrolled Shifting.

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JULY, 1609. In the deep woods, bodies are appearing: Human and animal alike, all
crushed and strangely decayed. A corruption is falling over the wilderness, and it needs
to be removed before the whole forest is covered in the stench of death. This adventure
can be completed in one session, but can be adjusted to take longer by adding
diversions, or by making the monster more elusive or aggressive.

THE PARASITE: With his necromancer nearby forest the past week, he
rooted out of Selburg, Bishop Voronin is discovered a series of dead wildlife, all
now striking at the outlying areas. He freshly killed but in a state of advanced
sent one of his Upyr on a “suicide” decay. They were all found fairly deep
mission to corrupt a primeval forest in the woods, but the rate of the killings
creature known as a Leshy, driving it on is troubling, and whatever is causing
a killing spree. It now attacks them could start attacking humans as
indiscriminately, crushing any beings well.
unfortunate enough to catch its
 Łukaž: Level 3, Might +0, Agility +2,
attention. So far most of the victims are
Insight +1, HP 14, Grit 4, Armor 1.
local wildlife, but a few humans have
Talents: Shade Cloak, Discerning
been killed in the woods as well, and
Nose, Signature Weapon (rifle),
matters will only get worse as the Leshy
Forest Runner; Feral Mannerisms.
further succumbs to the undead
parasite’s influence.
If the pack waits to take action, they will
soon hear news of bodies being
STARTING THE MYSTERY: While eating
discovered, starting with woodsmen
dinner together, the PCs will hear a low
and charcoal burners. Handfuls of local
bark and a scratching at their door.
hunters will band together to find the
Opening it reveals a wolf with long
attacker, getting wiped out except for
limbs and dark fur, who immediately
one wounded, half-mad survivor.
walks in, glances around, and stands
Finally, town guard patrols will be sent
up, becoming a road-worn young man.
out, which the Leshy will decimate with
He introduces himself as Łukaž, a scout
hit-and-run attacks, retreating to the
and messenger for the Benandanti. Once
Otherworld in between. If not dealt
provided with food, he will tell the pack
with, its corruption will spread through
about a string of mysterious animal
the forest, choking the life within, and
deaths. While traveling through the

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even reaching into the towns and undisturbed, and there are no tracks
settlements as the creature continues its showing, only the lingering smell.
rampage.

THE LESHY: Most of the characters will


SCENE OF THE CRIME: Łukaž can bring have heard legends of the Leshy, an
the pack to the part of the woods where ancient and powerful guardian of the
the attacks are happening. Once away forest, but usually secretive and rarely
from town, the normally vibrant seen. Successful Insight rolls may let
summer forest starts to feel lifeless and characters connect it to these attacks and
stagnant, with animal sounds subdued recall more details. Every large region of
and plants becoming withered. When forest is supposed to have a resident
the pack approaches the right area, the Leshy. It is said to take many shapes,
woods suddenly turn deathly quiet. A most often appearing as a bearded old
heavy odor of rotten vegetation and man, a large bear, or an animate mass of
upturned earth filters through the trees, plants. Stories about it are conflicting,
as well as a large amount of fresh blood, with some claiming that it misleads or
unmistakable even to a human nose. attacks humans who trespass too far
Not far off the road lies the carcass of a into the wilderness, and others who say
deer, little more than splintered bones it will guide lost hunters and travelers if
and a mess of blood. Although the approached with the proper respect. In
blood is clearly fresh, most of the flesh any case, indiscriminately killing
has already decayed away, and a sickly animals seems to be highly out of
green moss has begun to grow around character for it, possibly a sign that
the edges of the bones. something is seriously wrong with the
Leshy or its forest.

A column of smoke is visible in the


distance, leading to a destroyed charcoal TRACKING THE BEAST: The pack may
burners’ outpost. The former occupants follow the Leshy’s scent directly to the
are in the same state as the deer, and the Otherworld, or it might find them first
buildings have been completely for a brief skirmish. In the latter case,
wrecked as if by a gigantic wolverine; the scent trail will fade and dissipate
shattered timbers growing with the somewhere deep in the woods. As the
same moss. The plants here are both pack decides where to go next, the wind
growing out of control and dying at the shifts, and the decaying plant and open
same time, strangled by too much life in grave odor rolls over them heavier than
the same space. Besides that, the Leshy ever. A towering silhouette emerges
moves almost tracelessly through its through the trees, eerily quiet except for
wooded domain: vegetation is rustling leaves and slithering vines. It
will attack the intruders (see below for

- 14 -
stats), but flees when seriously injured, another being’s territory. Use a six-
leaving behind a path of disturbed soil segment clock to represent the
which the plants quickly start to grow characters’ progress finding the Leshy.
back over. The chase seems to go on for days, as
characters lose sense of time, every so
often catching glimpses of their prey
The Leshy’s retreat is in a part of the
fleeing through the brush, until they
Otherworld known as the Deeper
close in and it finally turns to confront
Forest. Entry is not found at a specific
the hunters.
location, but the Leshy can be followed
there by scent or magical direction-
finding. While passing through a stand When the clock is half filled, or after
of pines, the trees start getting closer, their first failed tracking roll, the pack is
denser, and darker; becoming a tunnel ambushed while crossing a stream,
that grows lower and lower until the choked by algae with dead fish floating
only way forward leads down between on the surface. The Vodyanoi and
gaps in the roots, into the earth. Rusalki are humanoid water-dwellers
Travelers will have to crawl to pass sometimes said to be friendly,
through, and upon emerging any sometimes malevolent tricksters, but
shapeshifters will realize they have these have been corrupted by the
changed to four-legged form, whether Leshy’s blight. 2d3 of them will attack
they intended to or not – even if they from under the surface, slithering out of
usually take a two-legged hybrid form. the weeds. Normally beautiful, they are
Being in animal shape will feel much now coated in algal slime, with
more natural and comfortable here; distended guts and glassy eyes.
changing to hybrid or human form costs
 Vodyanoi/Rusalki: 10 HP, half
one point of Grit per scene.
damage from normal weapons, full
damage from iron. Webbed claws
Once within the Deeper Forest, the trees (1d6, Might save or start drowning).
and undergrowth are thick enough to When attacking from hiding, their
form tunnels of varying sizes, victim makes an Insight save or is hit
sometimes opening into leaf-domed automatically.
caverns and only rarely a clearing with
sky showing above. Even in high
REMOVING THE CORRUPTION: When the
summer, the sun barely filters through
pack finally catches up with the Leshy,
in most places, creating a warm twilight
it appears as a living mass of earth,
glow. Characters in animal form feel
stone, and plant matter; roughly bear-
strangely at home here, as in a
shaped with bark for skin, tendons of
welcoming den, but also have a distinct
vines, and shaggy moss for fur. It reeks
sense of unease from intruding on

- 15 -
like a graveyard in a swamp, and gives  Necrotic Leshy: 44 HP, 2 armor,
a rumbling roar like the clash of earthen fists (2d6) or strangling vines
boulders. It can change shape at will, (1d6, Agility save or grab for 1d6
shrinking to the size of a wolverine to damage/round, save to break free).
go through smaller tunnels, but will Immune to lead and steel weapons,
make its stand in a large clearing where regenerates 1d6 HP/round except
it can grow to colossal size. Anyone who for fire damage. When reduced to 0
can get behind the beast will see what HP, it will continue regenerating,
appears to be a nearly skeletal human and reanimate once it reaches half
corpse embedded between its shoulders. HP, unless the Upyr is removed.
The Upyr is now an inanimate parasite,
unable to act on its own, but its undead
Once the parasite is destroyed and the
energy is poisoning the Leshy, driving it
Leshy’s remains are purified, it will
to rampage.
crumble back into the earth to grow
anew, and the forest will slowly return
Defeating the Leshy with brute force is to life. The Upyr will be mostly a pile of
possible, but it is tough, armored, and dust and bone fragments, but within the
can regenerate most wounds. The more remains is a lead amulet set with an
effective course is to remove the onyx gem, inscribed with a curse in
parasite, most likely by a character Cyrillic lettering.
climbing onto the creature’s back to
directly attack the Upyr. This will
require a series of rolls; use a progress
clock or play it by ear. Other characters
can assist by distracting or disabling the
Leshy. If the players do not realize the
skeletal body is causing the problem,
successful Insight rolls might give them
the right idea. Whatever strategy they
take, they will need a well-coordinated
pack to bring down the beast.

- 16 -
SEPTEMBER, 1609. The Benandanti are always ready for supernatural trouble around the
Autumnal Equinox, but with travelers around Selburg being attacked by mysterious
assailants, the pack may have more on their hands than usual this fall. This adventure
should take one session to finish, but can be further complicated by adding some
Inquisitors to hinder the pack.

THE LAST WAR: In the late 14th century, throw wide the gates to the
the Baltic Crusades finally overtook Underworld, leading his spectral army
Lithuania, one of the last holdouts of on a new Baltic Crusade.
traditional Paganism in Europe. The
country was invaded and occupied by
THE ADVENTURE BEGINS shortly before
several orders of Teutonic Knights.
the Autumnal Equinox, when the
Much of the noble class was converted
Benandanti will hold their seasonal
to Christianity, but in 1409 the
ritual to defend their homes from
remaining Pagans in the Samogitia
invading spirits and demons. A
region led an uprising, managing to
commotion breaks out in the middle of
unite their country against the
town, as a traveler comes riding in at
occupiers. The following year, Lithuania
full speed, white knuckled and white
and their Polish allies drove out the
faced. The horse slows to a halt, lathered
Teutonic Knights, defeating them in the
with sweat. The rider slumps, only still
largest battle in medieval Europe.
in the saddle thanks to a rope tied about
his waist. He drops the reins, and his
TWO HUNDRED YEARS LATER: A other hand falls from his side, revealing
vampiric necromancer under orders of a huge patch of blood.
Bishop Voronin is raising an army of
ghosts from the defeated Crusaders,
The PCs will recognize the rider as
offering them a last chance for
Antanas, a merchant from their village.
vengeance against their rebellious
They can attempt to treat the man, but
subjects. They begin by running down
his injury is grievous, and he will only
travelers, resulting in trampling, sword,
survive on a critical success. Even then,
and lance attacks with no visible
he will fall unconscious after gasping a
evidence or explanation. Meanwhile, the
few words about his companions being
necromancer is marshalling his forces
massacred by "knights".
for the Autumnal Equinox, when he will

- 17 -
While alive, Antanas is shivering and stand alongside the knight, frost
already cold to the touch. His face is set forming on the dead leaves around
in a terrified grimace which remains them. Despite their heavy armor, the
even in death. The single wound passes band makes no sound, even as the
straight through his torso, but without knight lowers his lance and charges.
any lacerations; apparently caused by a There will be about one foot soldier per
long, heavy piercing item, wide but not PC, plus the mounted knight. Unless the
bladed like a spear. There are no pack is already expecting ghosts, this
fragments of material left in the wound, first encounter may force them to retreat
and no lingering scent to it. and come back after more research and
preparation.

The PCs can easily find out that Antanas


left town a few weeks prior with two FIGHTING GHOSTS: In the physical
companions, headed to Selburg for world, ghosts ignore armor, and normal
trading. This should prompt them to weapons are incapable of harming them
travel to the larger town; if not, more or blocking their attacks. This means
bodies will be found, or another traveler that most fighting rolls cannot deal
will arrive, raving about a narrow damage to the ghosts, only avoid taking
escape on the way to Selburg. When damage with a full success. Iron
they get there, they will hear about weapons can block their attacks on a
more victims found with sword and partial success, and will dispel them on
lance wounds, or trampled bodies on a critical. Ghosts are repelled by salt,
the roads. One survivor is trying to and can be harmed by it as well –
drink his fear away at the inn, and after simply throwing salt won’t be enough
much persuasion will claim to have to deal damage, but if a character can
been attacked by knights who appeared weaponise it somehow, any successful
from nowhere. attack will temporarily dispel the ghost.

When the pack goes to investigate or In the spirit plane, combat rolls work
draw out the ghosts, they will reach a normally, but ghosts ignore one point of
lone figure on horseback blocking the armor, and take half damage from
road, shrouded in mist. The knight and normal weapons. Salt attacks do not
his mount wear chainmail and plate dispel them instantly, but they ignore
armor of outdated design, covered by a the ghosts’ armor and can deal damage
white tabard with a black cross. His face like iron weapons. Ghosts can only be
is invisible under the full steel helmet. destroyed permanently by slaying them
As the knight silently faces the pack, an in the spirit plane, or by purifying their
icy fog rolls toward them, and foot mortal remains.
soldiers melt through the underbrush to

- 18 -
 Crusader Ghosts: HP 10, armor 2, REINFORCEMENTS: If the pack realizes
sword (1d6+2). Mounted knights can the potential magnitude of the threat,
use a lance/trample attack against they may want to summon help. There
all enemies in a line for 2d6 damage, is another pack close enough to get a
every other round. message to before the equinox, or they
may already be arriving in Selburg after
being attacked by the knights
Studying the pattern of attacks and/or
themselves. The neighboring pack is led
researching local history will point the
by "Grandfather" Grygas, a grizzled
characters in the direction of an old
veteran wearing a battered steel
Crusader citadel, abandoned and
breastplate specially fit for his massive
crumbling. The ghosts could also be
hybrid form. His second-in-command
tracked to their base through magical
Lyuda is more subtle and calculating,
means such as Witch Sight or Ghost
preferring to fight in wolf form to take
Walk, although they leave no actual
advantage of any opportunity for
scent to follow. When the pack arrives at
flanking attacks. The youngest member
the citadel, it is empty and overgrown,
is Martynas, an inventive hedge mage
but there are signs of recent usage:
who supports the two Hounds with
incense, candles, and chalk symbols on
research, spells, and specially prepared
the stones. The characters should be able
crossbow bolts.
to deduce that somebody is preparing
for a ritual on the night of the equinox,  Grygas: Level 4, Might +3, Agility
with the potential to summon an army +1, Insight +0, HP 18, Grit 5, Armor
of ghostly Crusaders. 2+1. Talents: Iron Pelt, Ghost Fang,
Night Terror, Signature Weapon
(iron poleaxe), Strength of the Pack.
In the spirit plane, the surrounding
forest is a desolate nightmare, but the  Lyuda: Level 4, Might +1, Agility +2,
fortress appears as new, with heavy Insight +1, HP 18, Grit 5, Armor 1+1.
reinforced gates and shadowy-faced Talents: Iron Pelt, Ghost Fang, Shade
guards patrolling the walls. The Cloak, Signature Weapon (fangs),
necromancer is locked inside, where the Sheep’s Clothing.
pack shouldn’t be able to access until
 Martynas: Level 3, Might +0, Agility
the equinox – although if they figure out
+1, Insight +2, HP 14, Grit 4, Armor
some way to do so early, they will be
1. Talents: Shielding, Guards and
rewarded with an easier fight.
Wards, Artificer, Folklorist.

- 19 -
ON THE EVE OF THE EQUINOX: The THE NECROMANCER is one of Bishop
people of Selburg retreat inside as the Voronin’s undead lieutenants, and is
citadel becomes visible to all in a much older than the Upyr the pack have
spectral parody of its former grandeur, previously faced. He appears
illuminated by eerie blue-green bonfires mummified rather than rotting, with
flaring inside. Either have the players papery skin, long black hair and beard,
describe their pack’s ritual to access the wearing black robes with the
spirit realm, or for expediency the spirit paraphernalia of a Russian Orthodox
and material planes may simply monk. Like other Upyr, he takes half
intersect on the castle to allow passage. damage from normal weapons, but
Either way, once the sun sets, the castle double from silver or fire, and can be
is a wide open gate to the Underworld, paralyzed by a stake to the heart.
with ghostly knights ready to pour out.
 Upyr Necromancer: HP 14, armor 1,
life draining grasp (1d6 AP, Insight
The pack needs to fight past the outer save or 1 point temp damage to each
guards, kill the necromancer inside, and attribute), enervating rays (1d6 to all
ritually seal the gates. Adjust the targets in a small radius, Might save
number and placement of enemies or -1 to all rolls for the next round).
based on the pack’s strength: if the
players are overly cautious, the
He carries a slim volume written in
necromancer might perform his ritual Cyrillic, with Voronin’s seal inside the
outside the walls, presenting a more cover. If translated, it is a Christian
inviting target. If the players are well prayer book, but covers some unusual
prepared and brought the neighbors for subjects. It contains some of Voronin’s
backup, increase the necromancer’s theorizing on the states between life and
defenses for a really epic battle. Grygas’ death, in between a variety of prayers
pack could be controlled by the players, and rituals with topics such as praising
but it’s probably simplest to narrate the divine blessing of unlife, sharing the
them in the background, with their gift of earthly resurrection, summoning
success based on how well the players spirits of the deceased, and communing
with various sorts of angels.
are doing. There are basically enough
ghosts to keep the NPCs occupied,
while the PCs fight the necromancer and
a few bodyguards.

- 20 -
JANUARY, 1610. The pack finally uncovers the source of the supernatural attacks
plaguing their town over the past year. Following this thread will lead them across the
Russian border to the stronghold of their nemesis, where they have a chance to stop him
for good before a more dire threat is unleashed.

PART I: THE SHADOW OVER MOLODI

GM’S OVERVIEW: The pack is first THE ADVENTURE BEGINS on the road, as
ambushed by Inquisitors carrying a the pack is stopped by a pair of
letter from Bishop Voronin, leading Inquisitors – either ones they have dealt
them to the cult-controlled town of with previously, or the “generic” ones
Molodi. The first part of the adventure below. They have a gang of hired
is somewhat open-ended, with the pack muscle, about one per PC. A couple of
exploring the town and skirmishing thugs are hiding in the bushes, but the
with the cult. The second part has the clumsy ambush should be easily sniffed
pack invading Voronin’s monastery to out. The leader announces the names of
stop a ritual which would summon a each shapeshifter PC: “Don’t move, you
“destroying angel” to do his bidding. filthy curs! Surrender now and your
deaths shall be mercifully swift. The rest
of you will be brought for further
This scenario should take two sessions
questioning. Drop your weapons and
to complete, although it can be extended
kneel.”
by letting the players explore Molodi for
longer, and pointing suspicion toward  Inquisitors: 10 HP, 1 armor,
the town cathedral at first, rather than longsword and wheellock pistol
the monastery. Alternately, the scenario (1d6+2).
could be shortened to a single session by
 Hired thugs: 6 HP, muskets,
directing the players straight to the
crossbows, axes, maces (1d6).
monastery, stopping in town only
briefly.
The Inquisitors are overconfident,
trigger happy, and will not be talked
down. The leader is carrying a list of the
shapeshifter characters’ names, attached
to a letter.

- 21 -
Our respective churches may not always see eye to eye, but these
Ungodly mongrels have slain my Congregants and your Brothers alike. I
think we can both see the need to do something permanent about these
thrice-damned werebeasts.

Signed and sealed: Yepiskop Nicolai Voronin

If the players do not make the Boyar’s estate and the cathedral are
connection, Insight checks will help clustered at the end of town backing the
them realize that this is the thread tying mountain. Even on clear days, the town
together the undead antagonists from is usually in shadow from the
the previous campaign adventures: The mountains, and most residents are
letter from Kirill Sakharov’s unknown visibly suspicious of strangers,
master, the parasitic Upyr’s amulet with contributing to the foreboding
Cyrillic writing, and the vampire atmosphere.
dressed as a Russian monk.
The streets are busy even in winter, but
The pack can research the sender of the many of the townsfolk appear pale and
note in the town hall or library of a large lethargic, which characters may
town such as Selburg. The best source of recognize as signs of Upyr feeding.
information might be the local church, if Most of the afflicted people are cult
the pack is on good terms. Anyone at initiates, who willingly submit to the
the church can tell that the seal comes “Resurrected” Upyr in hopes of
from a Russian Orthodox official, and ascending to the ranks of Voronin’s
their records show that Yepiskop “Deacons”. However, not all cult
(Bishop) Voronin oversees a parish just supporters show signs of feeding, and
across the Russian border, about a the Upyr sometimes feed on non-
week’s travel away. members, so players won’t be able to tell
who to trust just from their symptoms.
MOLODI is a large, isolated town in a
narrow valley, overlooked by an THE CULT congregates in the town
abandoned monastery on the cliffs cathedral, and preaches Christian
above. The guards at the gates are less scripture, but angled to portray
than welcoming, but will let the vampirism as a blessing from their God,
travelers in after a few questions. The drawing parallels with imbibing the
buildings are very old fashioned, blood of Christ. The most devout
constructed entirely of wood, and even cultists see Voronin as an angelic savior,
the streets are paved with timber. There redeeming their souls through the
is a central market square with an inn miracle of an earthly Resurrection. Most
nearby, and official buildings like the of the non-initiated townsfolk go along

- 22 -
with the cult, since it is still their only All Upyr take half damage from normal
church, although they have varying weapons, but double from silver or fire.
levels of apprehension towards the They are paralyzed by a stake to the
Upyr and the modified scriptures. heart, and weaker ones may be repelled
Anyone actually suspicious about the by garlic. They can turn to mist at will,
cult is too afraid to speak out publicly and when they bite an opponent the
for fear of being branded a heretic, or victim must make a Might save, or lose
attacked by the Upyr. The town’s Boyar 1 temporary point of Might. The
(mayor) Mikhail Fedorov is increasingly Deacons also have powers of mind
uncomfortable about the cult, but control: The victim makes an Insight
powerless to do much besides follow save when first targeted, or when
Voronin’s demands. ordered to do something highly
dangerous or out of character. When
used in combat, the target makes a save
THE UPYR of the cult are more cleaned
each round (Miss: obey orders, Partial:
up than the “feral” ones previously
stand dazed, Success: break free).
encountered, but most of them are still
shambling and unintelligent. They are  Upyr: 6 HP, claws (1d6-1) or bite
dressed in rough black monks’ robes, (1d3 AP, 1 Might drain).
with herbs and incense partly disguising
 Streltsy: 10 HP, 1 armor, musket or
their scent. Some of the less decayed,
bayonet (1d6+1) or bite.
more capable ones are used as Streltsy –
guards and soldiers, wearing heavy  Deacons: 12 HP, 1 armor, saber
military-style coats and hats. Voronin’s (1d6), bite, mind control.
most favored cultists become Deacons:
more powerful, lifelike Upyr who retain
their intelligence. They appear nearly THE CATHEDRAL is a typical-looking
human, and most wear white robes with Russian church, built of wood with a
a gold-hilted saber hanging from the towering multi-domed roof. Inside is
belt. filled with candles and icons, wooden
and gold panels depicting saints and
biblical figures. The most prominent of
The lesser Upyr are controlled by these feature angels and scenes from the
Voronin and his Deacons, and do not Book of Revelations, particularly the
attack townsfolk at random. Most of Last Judgment and Resurrection. The
them nest in the monastery or the church is run by Father Alexander
cathedral, though a few clutches are Petrovich, a thoroughly indoctrinated
scattered in basements around town. human who acts as the public face of the
Each night, a handful are allowed to cult, and intermediary with the undead
emerge and feed upon the cult’s faithful “congregants”. In contrast to the other
human initiates – or heretical non- townsfolk, he is friendly, welcoming,
members marked for punishment. and all too eager to extol the virtues of
his bishop. If given any chance, he will
even attempt to recruit the PCs into the

- 23 -
cult, giving clever characters a chance to suspects the cult is preparing for
glean inside information from him. something important, since the Deacons
haven’t been seen much lately. Alyosha
can be used to push the players’
Petrovich can call on a squad of Streltsy
suspicion where the GM wishes: To
in case of trouble, and over a dozen
speed things up, he knows Voronin’s
Upyr are nesting in the locked crypt.
base is the “abandoned” monastery. To
They will be slow to respond to
draw out the mystery longer, he only
intruders, especially in the daytime,
knows about the nest of Upyr in the
giving the pack a chance to escape, or
town cathedral.
even dispatch the sluggish undead if
they are daring. Thoroughly searching
the crypt may uncover the cult’s hidden NIGHT ATTACK: On the pack’s first or
tunnel up to the monastery (Part II). second night in town, a clutch of Upyr
will attempt to infiltrate their room(s) at
the inn, seeping under the door or
THE BARD: While walking through the
through the windows in mist form. If
market square, the PCs will be pulled
any characters are wandering around
aside by an old basket-maker named
town after dark, the Upyr may ambush
Alyosha. He will ask what they are
them in the streets instead. They are
doing in Molodi, and warn them to
sent by Voronin, as much to test the
leave quickly, but will then realize that
strangers’ abilities as a real attack, and
the PCs are Benandanti. He will ask
should not be too difficult unless the
them to meet somewhere safer, and then
pack is completely unprepared. Once
tell what he knows about the cult.
the undead are dealt with, the PCs may
be able to track them back to the
Alyosha is a former Skomorokh, a bard cathedral where they were nesting.
carrying on Pagan traditions in the guise
of entertainment. Before the cult, when
ENDING THE SESSION: Once the pack has
Alyosha was young, he was tolerated to
explored the town, talked with Alyosha,
share stories, tell fortunes, and show off
and been attacked by Upyr, they should
his dancing bear Katyusha. But when
have a good idea of what’s going on in
the young bishop came to Molodi with
Molodi. For a dramatic ending to Part I,
his creatures, they killed the bear and
Voronin could confront them and force
told the bard to repent, or be burned as
their hand. At an appropriate time,
a heretic. That was decades ago, and he
perhaps when leaving the cathedral, the
is now an old man, but the bishop is still
pack will be stopped by Voronin
as young as the day he came to town.
leading a large group of Streltsy, too
Alyosha now scrapes together a living
many to fight at once. They will be
selling baskets and occasionally minor
captured and brought to the monastery
charms, waiting for the night when the
dungeons, or else flee the town and
Upyr will creep into his house. He
regroup for Part II.

- 24 -
PART II: THE LIGHT THAT BLINDS

THE MONASTERY is Bishop Voronin’s IMPRISONED: If the pack is captured by


stronghold, perched like a vulture on Voronin in Part I, they will be locked in
the cliffs over Molodi. From the outside iron shackles which impede shape-
it appears abandoned, and most of the shifting, and taken to the dungeon by a
inside is also in disrepair, since it is now squad of Streltsy. The undead soldiers
inhabited only by the dead. Two Streltsy search them for dangerous items, but
watch from the gatehouse at all times, are not especially thorough. The
and two patrol the walls at night, taking characters are each chained to the wall
cover in shaded alcoves during the day. in a large stone room, with the door
locked and a few guards left in the
basement. All of their confiscated
The courtyard has a handful of
belongings have been thrown into a
buildings including the monks’
storeroom.
quarters, refectory, and library, which
connect to the basement storerooms and
dungeon. The hidden tunnel from the THE CHURCH: Contrasting the decay in
cathedral leads to one of these the rest of the monastery, the church is
storerooms. The buildings are kept immaculate with stained glass,
structurally intact, but filled with dust, expensive cloth, and golden icons to
cobwebs, decaying furniture, and emphatically display its leader’s
moldering tapestries. Similar to the
devotion. The building is separated into
cathedral in town, angels feature
three sections: an entryway, the main
heavily in the monastery’s decorations,
as well as tapestries and icons depicting chapel where the ritual is set up, and
events from the Book of Revelations. Voronin’s secure quarters in the back of
the church, with a basement to hold
victims for feeding and sacrifice. The
Upyr are scattered throughout the
entryway is occupied by an undead
monastery, nesting in clutches of about
guardian: a lumbering hulk formed out
a dozen. They may be found in the
of bones, stone, and grave dirt left over
basements, or any of the buildings
except the church; the pack will most from Voronin’s other necromantic
likely encounter at least one clutch. As endeavors. It swings a coffin lid in wide
in the town, the nesting undead are sweeping attacks, but the confined
slow to respond to the PCs, who have a space could be used against it.
chance to avoid them or attack by
 Grave Guardian: 28 HP, 4 armor,
surprise.
fists/coffin lid (1d6 to all in melee
reach, primary target stunned for
disadvantage on next attack). Silver
weapons bypass its armor.

- 25 -
THE RITUAL: As the pack enters the  Bishop Voronin: 18 HP, 2 armor,
chapel, three Deacons rush to defend longsword (1d6+1), bite, mind
Voronin, who is standing by the altar control, withering aura (once per
chanting in Latin. He is resplendent in round, 1d3 damage to each nearby
white and gold robes over an ornate opponent, heals Voronin for the
breastplate, wielding a gold-chased same amount).
longsword. Seven townspeople are
 Destroying Angel: Fire blade (2d6
shackled around a complex geometrical
AP). Any melee attackers take 1d3
diagram engraved into the marble floor.
fire damage.
To adjust the difficulty of the encounter,
one victim per PC is already dead when
the pack enters the chapel. Each round What exactly is Voronin summoning – is
Voronin will sacrifice another victim, it really an angel, a demon in disguise,
letting their blood drain into the or a powerful spirit, taking the form
channels of the diagram. A golden glow expected by its summoner? The PCs
appears behind the altar, becoming won’t be able to find a definitive
more distinct with each infusion of answer, only speculate on it. In any case,
blood, as the room slowly fills with heat the “angel” is immune to nearly all
haze. physical attacks, so the most expedient
way to banish it is by killing Voronin, or
sufficiently disrupting the ritual setup.
If all seven victims are sacrificed, the
When it is no longer bound to the
glow becomes nearly blinding before it
mortal world, it will make one last
resolves into a towering, roughly
swing of its sword at the offending PC,
human-shaped rent in the air: an
then flare and wink out of existence.
opening to a plane of pure heat and
light, with six wing-like beams and a
ray of fire wielded as a blade. It cannot AFTERMATH: With Voronin and his
leave the summoning diagram until the Deacons killed, the cult’s power will be
ritual is finalized, but its blade can reach broken. Some cultists will continue
most of the room, attacking in unison praying for the return of their “savior”,
with Voronin’s sword strokes as he but many townsfolk will be happy to
shouts insults and scripture at the pack. hunt down the rest of the now-
directionless Upyr. If the ritual is not
stopped, Voronin will lead his angel on
a crusade across Eastern Europe,
carving out a “holy kingdom” of
believers, and creating an army of
undead from the heretics who will not
submit to his rule.

- 26 -
The Benandanti walk a dangerous path, and every so often an adversary
arises that can even challenge a pack of werewolves and mages,
endangering the balance they work to protect. But in time, even the most
cunning foe will fall prey to the Wolf Hounds…

A campaign for the Wolf Hounds RPG,


set in 17th century Lithuania.

Five adventures facing the pack against a


powerful new villain and his cult followers.

Includes stats for monsters, NPCs, and allied


Benandanti that can be used as premade characters.

New Drawback system adds options for


building characters and regaining Grit.

Devin Fortman / Hare


- 27 -Trigger Games 2022

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